All major roguelikes have 'more complicated' turn-based systems, I think. If you have a system where each action takes the same amount of time (a turn), and simple haste (x2 speed) and slow (/2 speed) effects, a simple turn-based system is okay. Anything more complicated, and it is probably better to use some "scheduling" system.
Although more complicated systems are richer, a simple turn system might be actually a good idea, since difficult systems are more difficult to reason about tactically -- you just have to put richness somewhere else then